#version 450

layout(location=0) in vec3 v_Texcoord;
layout(location=1) in float v_LodBias;
layout(location=2) in float v_SkyBoxIndex;
layout(binding=1) uniform samplerCubeArray u_texture;

layout(location=0) out vec4 fragColor;

void main() {
    fragColor = textureLod(u_texture, vec4(v_Texcoord, v_SkyBoxIndex), v_LodBias);
}